User-Controllable Multi-Texture Synthesis with Generative Adversarial Networks
Samsung AI Center Moscow(三星莫斯科人工智能中心);Skolkovo Institute of Science and Technology(斯科尔科沃科学技术学院);National Research University Higher School of Economics(高等经济大学)
We propose a novel multi-texture synthesis model based on generative adversarial networks (GANs) with a user-controllable mechanism. The user control ability allows to explicitly specify the texture which should be generated by the model. This property follows from using an encoder part which learns a latent representation for each texture from the dataset. To ensure a dataset coverage, we use an adversarial loss function that penalizes for incorrect reproductions of a given texture. In experiments, we show that our model can learn descriptive texture manifolds for large datasets and from raw data such as a collection of high-resolution photos. Moreover, we apply our method to produce 3D textures and show that it outperforms existing baselines.
Generative adversarial networks (GANs) are a recent approach to train generative models of data, which have been shown to work particularly well on image data. In the current paper we introduce a new model for texture synthesis based on GAN learning. By extending the input noise distribution space from a single vector to a whole spatial tensor, we create an architecture with properties well suited to the task of texture synthesis, which we call spatial GAN (SGAN). To our knowledge, this is the first successful completely data-driven texture synthesis method based on GANs. Our method has the fo…
School of Electronic and Computer Engineering, Peking University(北京大学电子与计算机工程学院);Tencent America(腾讯美国);Advanced Institute of Information Technology, Peking University(北京大学高等信息科学技术研究院)
We deal with the controllable person image synthesis task which aims to re-render a human from a reference image with explicit control over body pose and appearance. Observing that person images are highly structured, we propose to generate desired images by extracting and distributing semantic entities of reference images. To achieve this goal, a neural texture extraction and distribution operation based on double attention is described. This operation first extracts semantic neural textures from reference feature maps. Then, it distributes the extracted neural textures according to the spati…
Recently, talking-face video generation has received considerable attention. So far most methods generate results with neutral expressions or expressions that are implicitly determined by neural networks in an uncontrollable way. In this paper, we propose a method to generate talking-face videos with continuously controllable expressions in real-time. Our method is based on an important observation: In contrast to facial geometry of moderate resolution, most expression information lies in textures. Then we make use of neural textures to generate high-quality talking face videos and design a no…
Northwestern University(西北大学);University of Rochester(罗切斯特大学)
We investigate data-driven texture modeling via analysis and synthesis with generative adversarial networks. For network training and testing, we have compiled a diverse set of spatially homogeneous textures, ranging from stochastic to regular. We adopt StyleGAN3 for synthesis and demonstrate that it produces diverse textures beyond those represented in the training data. For texture analysis, we propose GAN inversion using a novel latent domain reconstruction consistency criterion for synthesized textures, and iterative refinement with Gramian loss for real textures. We propose perceptual pro…
Recently, methods have been proposed that perform texture synthesis and style transfer by using convolutional neural networks (e.g. Gatys et al. [2015,2016]). These methods are exciting because they can in some cases create results with state-of-the-art quality. However, in this paper, we show these methods also have limitations in texture quality, stability, requisite parameter tuning, and lack of user controls. This paper presents a multiscale synthesis pipeline based on convolutional neural networks that ameliorates these issues. We first give a mathematical explanation of the source of ins…
We provide a new model for texture synthesis based on a multiscale, multilayer feature extractor. Within the model, textures are represented by a set of statistics computed from ReLU wavelet coefficients at different layers, scales and orientations. A new image is synthesized by matching the target statistics via an iterative projection algorithm. We explain the necessity of the different types of pre-defined wavelet filters used in our model and the advantages of multilayer structures for image synthesis. We demonstrate the power of our model by generating samples of high quality textures and…
Recently, deep generative adversarial networks for image generation have advanced rapidly; yet, only a small amount of research has focused on generative models for irregular structures, particularly meshes. Nonetheless, mesh generation and synthesis remains a fundamental topic in computer graphics. In this work, we propose a novel framework for synthesizing geometric textures. It learns geometric texture statistics from local neighborhoods (i.e., local triangular patches) of a single reference 3D model. It learns deep features on the faces of the input triangulation, which is used to subdivid…
We introduce a two-stream model for dynamic texture synthesis. Our model is based on pre-trained convolutional networks (ConvNets) that target two independent tasks: (i) object recognition, and (ii) optical flow prediction. Given an input dynamic texture, statistics of filter responses from the object recognition ConvNet encapsulate the per-frame appearance of the input texture, while statistics of filter responses from the optical flow ConvNet model its dynamics. To generate a novel texture, a randomly initialized input sequence is optimized to match the feature statistics from each stream of…
Generating high-quality and diverse human images is an important yet challenging task in vision and graphics. However, existing generative models often fall short under the high diversity of clothing shapes and textures. Furthermore, the generation process is even desired to be intuitively controllable for layman users. In this work, we present a text-driven controllable framework, Text2Human, for a high-quality and diverse human generation. We synthesize full-body human images starting from a given human pose with two dedicated steps. 1) With some texts describing the shapes of clothes, the g…
Universidade Federal de Minas Gerais(米纳斯吉拉斯联邦大学);Université Bourgogne Franche-Comté(勃艮第-弗朗什-孔泰大学)
This paper proposes a new end-to-end neural rendering architecture to transfer appearance and reenact human actors. Our method leverages a carefully designed graph convolutional network (GCN) to model the human body manifold structure, jointly with differentiable rendering, to synthesize new videos of people in different contexts from where they were initially recorded. Unlike recent appearance transferring methods, our approach can reconstruct a fully controllable 3D texture-mapped model of a person, while taking into account the manifold structure from body shape and texture appearance in th…
Tel Aviv University(特拉维夫大学);Cornell Tech, Cornell University(康奈尔科技学院,康奈尔大学)
As image generation techniques mature, there is a growing interest in explainable representations that are easy to understand and intuitive to manipulate. In this work, we turn to co-occurrence statistics, which have long been used for texture analysis, to learn a controllable texture synthesis model. We propose a fully convolutional generative adversarial network, conditioned locally on co-occurrence statistics, to generate arbitrarily large images while having local, interpretable control over the texture appearance. To encourage fidelity to the input condition, we introduce a novel differen…
Institut for Informatik, University of Mainz(美因茨大学信息学研究所)
This paper proposes Markovian Generative Adversarial Networks (MGANs), a method for training generative neural networks for efficient texture synthesis. While deep neural network approaches have recently demonstrated remarkable results in terms of synthesis quality, they still come at considerable computational costs (minutes of run-time for low-res images). Our paper addresses this efficiency issue. Instead of a numerical deconvolution in previous work, we precompute a feed-forward, strided convolutional network that captures the feature statistics of Markovian patches and is able to directly…
Controllable person image generation aims to produce realistic human images with desirable attributes such as a given pose, cloth textures, or hairstyles. However, the large spatial misalignment between source and target images makes the standard image-to-image translation architectures unsuitable for this task. Most state-of-the-art methods focus on alignment for global pose-transfer tasks. However, they fail to deal with region-specific texture-transfer tasks, especially for person images with complex textures. To solve this problem, we propose a novel Spatially-Adaptive Warped Normalization…
Georgia Institute of Technology(佐治亚理工学院);Adobe Research(奥多比研究院);UC Berkeley(加州大学伯克利分校);Argo AI(阿尔戈人工智能公司)
In this paper, we investigate deep image synthesis guided by sketch, color, and texture. Previous image synthesis methods can be controlled by sketch and color strokes but we are the first to examine texture control. We allow a user to place a texture patch on a sketch at arbitrary locations and scales to control the desired output texture. Our generative network learns to synthesize objects consistent with these texture suggestions. To achieve this, we develop a local texture loss in addition to adversarial and content loss to train the generative network. We conduct experiments using sketche…
University of Applied Sciences Constance(康斯坦茨应用技术大学)
Deep neural networks have been successfully applied to problems such as image segmentation, image super-resolution, coloration and image inpainting. In this work we propose the use of convolutional neural networks (CNN) for image inpainting of large regions in high-resolution textures. Due to limited computational resources processing high-resolution images with neural networks is still an open problem. Existing methods separate inpainting of global structure and the transfer of details, which leads to blurry results and loss of global coherence in the detail transfer step. Based on advances i…
While deep generative models have become the leading methods for algorithmic composition, it remains a challenging problem to control the generation process because the latent variables of most deep-learning models lack good interpretability. Inspired by the content-style disentanglement idea, we design a novel architecture, under the VAE framework, that effectively learns two interpretable latent factors of polyphonic music: chord and texture. The current model focuses on learning 8-beat long piano composition segments. We show that such chord-texture disentanglement provides a controllable g…
InTeX: Interactive Text-to-texture Synthesis via Unified Depth-aware Inpainting
National Key Lab of General AI, Peking University(北京大学通用人工智能重点实验室);Zhejiang University(浙江大学);Skywork AI(天工AI);S-Lab, Nanyang Technological University(南洋理工大学S实验室)
The University of Tokyo(东京大学);Preferred Networks, Inc.(Preferred Networks公司)
We present a novel CNN-based image editing strategy that allows the user to change the semantic information of an image over an arbitrary region by manipulating the feature-space representation of the image in a trained GAN model. We will present two variants of our strategy: (1) spatial conditional batch normalization (sCBN), a type of conditional batch normalization with user-specifiable spatial weight maps, and (2) feature-blending, a method of directly modifying the intermediate features. Our methods can be used to edit both artificial image and real image, and they both can be used togeth…
Non-Stationary Texture Synthesis by Adversarial Expansion
Shenzhen University(深圳大学);Huazhong University of Science & Technology(华中科技大学);The Hebrew University of Jerusalem(耶路撒冷希伯来大学);Tel Aviv University(特拉维夫大学)
We present a novel texture synthesis framework, enabling the generation of infinite, high-quality 3D textures given a 2D exemplar image. Inspired by recent advances in natural texture synthesis, we train deep neural models to generate textures by non-linearly combining learned noise frequencies. To achieve a highly realistic output conditioned on an exemplar patch, we propose a novel loss function that combines ideas from both style transfer and generative adversarial networks. In particular, we train the synthesis network to match the Gram matrices of deep features from a discriminator networ…
Skolkovo Institute of Science and Technology(斯科尔科沃科学技术研究院);Yandex;University of Oxford(牛津大学)
The recent work of Gatys et al., who characterized the style of an image by the statistics of convolutional neural network filters, ignited a renewed interest in the texture generation and image stylization problems. While their image generation technique uses a slow optimization process, recently several authors have proposed to learn generator neural networks that can produce similar outputs in one quick forward pass. While generator networks are promising, they are still inferior in visual quality and diversity compared to generation-by-optimization. In this work, we advance them in two sig…
Image inpaiting is an important task in image processing and vision. In this paper, we develop a general method for patch-based image inpainting by synthesizing new textures from existing one. A novel framework is introduced to find several optimal candidate patches and generate a new texture patch in the process. We form it as an optimization problem that identifies the potential patches for synthesis from an coarse-to-fine manner. We use the texture descriptor as a clue in searching for matching patches from the known region. To ensure the structure faithful to the original image, a geometri…
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);University of Tübingen(蒂宾根大学);Amazon(亚马逊)
In recent years, Generative Adversarial Networks have achieved impressive results in photorealistic image synthesis. This progress nurtures hopes that one day the classical rendering pipeline can be replaced by efficient models that are learned directly from images. However, current image synthesis models operate in the 2D domain where disentangling 3D properties such as camera viewpoint or object pose is challenging. Furthermore, they lack an interpretable and controllable representation. Our key hypothesis is that the image generation process should be modeled in 3D space as the physical wor…
SenseTime Research(商汤科技研究院);Centre for Perceptual and Interactive Intelligence Limited(感知与交互智能中心有限公司)
Capitalizing on the recent advances in image generation models, existing controllable face image synthesis methods are able to generate high-fidelity images with some levels of controllability, e.g., controlling the shapes, expressions, textures, and poses of the generated face images. However, these methods focus on 2D image generative models, which are prone to producing inconsistent face images under large expression and pose changes. In this paper, we propose a new NeRF-based conditional 3D face synthesis framework, which enables 3D controllability over the generated face images by imposin…
ZeroScene: A Zero-Shot Framework for 3D Scene Generation from a Single Image and Controllable Texture Editing
Harbin Institute of Technology, Shenzhen, China(哈尔滨工业大学(深圳));Pengcheng Laboratory, China(鹏城实验室);Harbin Institute of Technology, China(哈尔滨工业大学);Harbin Institute of Technology, Suzhou Research Institute, China(哈尔滨工业大学苏州市研究院)
UVMap-ID: A Controllable and Personalized UV Map Generative Model
University of Trento(特伦托大学);Ocean University of China(中国海洋大学);ETH Zürich(苏黎世联邦理工学院);PicsArt AI Research(PicsArt人工智能研究院);Georgia Institute of Technology(佐治亚理工学院);Fondazione Bruno Kessler(布鲁诺·凯斯勒基金会)
本文提出 UVMap-ID,通过微调集成人脸融合模块的文本到图像扩散模型,并利用带文本与 Face ID 标注的小规模属性均衡数据集,实现可控、个性化的人物 UV Map 生成与多维质量评估。
Technical University of Munich(慕尼黑工业大学);Snap Research(Snap研究院)
We present Text2Tex, a novel method for generating high-quality textures for 3D meshes from the given text prompts. Our method incorporates inpainting into a pre-trained depth-aware image diffusion model to progressively synthesize high resolution partial textures from multiple viewpoints. To avoid accumulating inconsistent and stretched artifacts across views, we dynamically segment the rendered view into a generation mask, which represents the generation status of each visible texel. This partitioned view representation guides the depth-aware inpainting model to generate and update partial t…
University of Illinois Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);ZMO AI Inc.(ZMO人工智能公司);Stanford University(斯坦福大学);Google Inc.(谷歌公司)
Recent work on 3D-aware image synthesis has achieved compelling results using advances in neural rendering. However, 3D-aware synthesis of face dynamics hasn't received much attention. Here, we study how to explicitly control generative model synthesis of face dynamics exhibiting non-rigid motion (e.g., facial expression change), while simultaneously ensuring 3D-awareness. For this we propose a Controllable Radiance Field (CoRF): 1) Motion control is achieved by embedding motion features within the layered latent motion space of a style-based generator; 2) To ensure consistency of background, …
We tackle the problem of texture synthesis in the setting where many input images are given and a large-scale output is required. We build on recent generative adversarial networks and propose two extensions in this paper. First, we propose an algorithm to combine outputs of GANs trained on a smaller resolution to produce a large-scale plausible texture map with virtually no boundary artifacts. Second, we propose a user interface to enable artistic control. Our quantitative and qualitative results showcase the generation of synthesized high-resolution maps consisting of up to hundreds of megap…
We present a neural rendering framework that maps a voxelized scene into a high quality image. Highly-textured objects and scene element interactions are realistically rendered by our method, despite having a rough representation as an input. Moreover, our approach allows controllable rendering: geometric and appearance modifications in the input are accurately propagated to the output. The user can move, rotate and scale an object, change its appearance and texture or modify the position of the light and all these edits are represented in the final rendering. We demonstrate the effectiveness …
Consistent Zero-shot 3D Texture Synthesis Using Geometry-aware Diffusion and Temporal Video Models
Department of Image, Chung-Ang University(Chung-Ang大学图像系);Graphics AI Lab, NCSOFT(NCSOFT图形AI实验室);Department of Computer Science, University of Seoul(首尔大学计算机科学系)
The Pennsylvania State University(宾夕法尼亚州立大学);Johns Hopkins University(约翰斯·霍普金斯大学);Upper Dublin High School(上达比高中)
Generative models have been applied in the medical imaging domain for various image recognition and synthesis tasks. However, a more controllable and interpretable image synthesis model is still lacking yet necessary for important applications such as assisting in medical training. In this work, we leverage the efficient self-attention and contrastive learning modules and build upon state-of-the-art generative adversarial networks (GANs) to achieve an attribute-aware image synthesis model, termed AttributeGAN, which can generate high-quality histopathology images based on multi-attribute input…
The Seoul Institute(首尔研究院);Sandia National Laboratories(桑迪亚国家实验室);University of Hawai’i at Mānoa(夏威夷大学马诺阿分校)
The earth texture with complex morphological geometry and compositions such as shale and carbonate rocks, is typically characterized with sparse field samples because of an expensive and time-consuming characterization process. Accordingly, generating arbitrary large size of the geological texture with similar topological structures at a low computation cost has become one of the key tasks for realistic geomaterial reconstruction. Recently, generative adversarial neural networks (GANs) have demonstrated a potential of synthesizing input textural images and creating equiprobable geomaterial ima…
Sony CSL(索尼计算机科学实验室);CentraleSupélec(巴黎中央理工-高等电力学院)
In this paper, we propose a novel score-base generative model for unconditional raw audio synthesis. Our proposal builds upon the latest developments on diffusion process modeling with stochastic differential equations, which already demonstrated promising results on image generation. We motivate novel heuristics for the choice of the diffusion processes better suited for audio generation, and consider the use of a conditional U-Net to approximate the score function. While previous approaches on diffusion models on audio were mainly designed as speech vocoders in medium resolution, our method …
Style-transfer is a process of migrating a style from a given image to the content of another, synthesizing a new image which is an artistic mixture of the two. Recent work on this problem adopting Convolutional Neural-networks (CNN) ignited a renewed interest in this field, due to the very impressive results obtained. There exists an alternative path towards handling the style-transfer task, via generalization of texture-synthesis algorithms. This approach has been proposed over the years, but its results are typically less impressive compared to the CNN ones. In this work we propose a novel …
While NeRF-based 3D-aware image generation methods enable viewpoint control, limitations still remain to be adopted to various 3D applications. Due to their view-dependent and light-entangled volume representation, the 3D geometry presents unrealistic quality and the color should be re-rendered for every desired viewpoint. To broaden the 3D applicability from 3D-aware image generation to 3D-controllable object generation, we propose the factorized representations which are view-independent and light-disentangled, and training schemes with randomly sampled light conditions. We demonstrate the s…
Peking University(北京大学);Bytedance AI Lab(字节跳动人工智能实验室)
This paper introduces the Attribute-Decomposed GAN, a novel generative model for controllable person image synthesis, which can produce realistic person images with desired human attributes (e.g., pose, head, upper clothes and pants) provided in various source inputs. The core idea of the proposed model is to embed human attributes into the latent space as independent codes and thus achieve flexible and continuous control of attributes via mixing and interpolation operations in explicit style representations. Specifically, a new architecture consisting of two encoding pathways with style block…
National Institute of Informatics(国立信息学研究所);KTH Royal Institute of Technology(KTH皇家理工学院);University of Edinburgh(爱丁堡大学)
Generating versatile and appropriate synthetic speech requires control over the output expression separate from the spoken text. Important non-textual speech variation is seldom annotated, in which case output control must be learned in an unsupervised fashion. In this paper, we perform an in-depth study of methods for unsupervised learning of control in statistical speech synthesis. For example, we show that popular unsupervised training heuristics can be interpreted as variational inference in certain autoencoder models. We additionally connect these models to VQ-VAEs, another, recently-prop…
Institute of Space Technology(空间技术研究院);Pakistan Space and Upper Atmosphere Research Commission (SUPARCO)(巴基斯坦空间与上层大气研究委员会);University of Karachi(卡拉奇大学)
Perspective texture synthesis has great significance in many fields like video editing, scene capturing etc., due to its ability to read and control global feature information. In this paper, we present a novel example-based, specifically energy optimization-based algorithm, to synthesize perspective textures. Energy optimization technique is a pixel-based approach, so it is time-consuming. We improve it from two aspects with the purpose of achieving faster synthesis and high quality. Firstly, we change this pixel-based technique by replacing the pixel computation with a little patch. Secondly…